Chereads / Come on, destroy it more / Chapter 2 - Chapter 3&4: The Art of Deception

Chapter 2 - Chapter 3&4: The Art of Deception

Chapter 3: The Art of Deception

The whispers of power within the Crimson Core continued to guide Azrael, revealing the intricate mechanics of dungeon management and the delicate balance between resource acquisition and mana expenditure. He learned that mana wasn't just the fuel for expansion and creation; it was, in essence, the fundamental currency of dungeon building. While physical resources like iron and rare minerals were undeniably valuable, they could, in most cases, be synthesized or even transmuted from mana, albeit at a cost. This meant that a resourceful Demon Lord, one who understood the efficient conversion of mana, could overcome resource scarcity and accelerate their dungeon's growth.

Azrael's Talent, Retaliation, amplified this principle exponentially. Every attack on his dungeon, every attempt to plunder his resources, would, if repelled, not only return the equivalent of the lost resources a hundredfold, but also generate a massive surge of mana. This surge, in turn, could be used to further expand his dungeon, create more powerful defenses, and even transmute additional resources. It was a cycle of growth fueled by aggression, a self-reinforcing loop that made him stronger with every failed attack. It wasn't just defense; it was a form of aggressive resource acquisition.

He realized his Talent wasn't just about survival; it was about destruction. The more they tried to destroy him, the more resources they inadvertently gifted him. It was a twisted irony, a delicious paradox that made him lick his scaled lips in anticipation.

Beyond the mechanics of resource management, the Core's knowledge also extended to the broader context of dungeon existence. He learned that not all dungeons were ruled by Demon Lords. Many existed without a master, their Cores lying dormant, passively generating resources and attracting adventurers seeking fame and fortune. These "unclaimed" dungeons were often exploited relentlessly, their resources plundered, their creatures slain, yet their Cores remained untouched, continuing their slow, steady production.

An idea sparked in Azrael's mind. A dangerous idea, but one that resonated with his strategic instincts. He could camouflage his dungeon, disguise it as one of these unclaimed sites. It was a risky gambit. If adventurers simply passed through, assuming it was an abandoned dungeon, he could quietly build his strength, accumulating resources and mana without attracting undue attention. But if they decided to delve deeper, attempting to destroy the Core, he would be forced to reveal himself, engaging them directly.

The risk, however, was outweighed by the potential reward. If he could successfully maintain the facade, he could grow exponentially, becoming a force to be reckoned with before any serious threats emerged. It was a gamble, but Azrael was a gambler at heart.

Before implementing his plan, however, he needed information. He needed to know the surrounding area, the proximity of his dungeon to any settlements, and the typical traffic of adventurers. The Core provided a rudimentary map of the region, but it was incomplete, lacking detail. He needed to scout, to gather intelligence.

He focused his will, extending his senses beyond the confines of his dungeon. He could feel the earth beneath him, the cool air flowing through the tunnels, the faint vibrations of life nearby. He pushed his senses further, reaching out like tendrils of awareness.

He discovered that his dungeon was situated in a relatively remote area, nestled amongst a cluster of rocky hills. It was a sparsely populated region, but not entirely deserted. A small village, no more than a few dozen huts, was located approximately half a day's journey to the east. This was both a blessing and a curse. The remoteness offered a degree of isolation, reducing the likelihood of immediate discovery. But the proximity of the village meant that adventurers, seeking their fortunes, might stumble upon his dungeon sooner or later.

He needed more information about the village. The Core provided some basic details: its name (Oakhaven), its population, its primary source of income (farming and logging). But it lacked crucial information about the villagers' attitudes towards dungeons, their level of experience with adventurers, and the local legends and rumors surrounding nearby sites.

Azrael knew he couldn't remain isolated forever. He needed to interact with the outside world, to gather information, to manipulate events to his advantage. But he wasn't ready to reveal himself yet. He needed a proxy, someone or something that could act on his behalf without exposing his existence.

He considered summoning a creature, a scout that could infiltrate the village and gather information. But his mana reserves were still limited, and he didn't want to waste them on a weak, disposable minion. He needed something more… subtle.

He closed his eyes, delving deeper into the whispers of the Core. He searched for a solution, a way to extend his reach without revealing his hand. And then, he found it.

The Core possessed the ability to create a "Dungeon Eye," a small, floating orb that could act as a remote viewing device. It was a low-mana construct, easily created and controlled. It wouldn't be able to interact physically with the world, but it could observe, record, and relay information back to him.

He focused his will, visualizing the Dungeon Eye. It was a small, crimson orb, pulsating with a faint inner light. He directed the Core to create it, feeling a slight drain on his mana reserves. The orb materialized before him, hovering silently in the air.

He mentally linked with the Dungeon Eye, his consciousness extending outwards, merging with its senses. He could see through its lens, a distorted, fish-eye view of his surroundings. He directed it to move, slowly and silently, towards the surface.

The Dungeon Eye ascended through the rough tunnel, emerging into the dim light of the outside world. Azrael saw the rocky hills surrounding his dungeon, the sparse vegetation, the clear blue sky. He directed the Eye towards the east, following the faint trail that led to Oakhaven.

As the village came into view, Azrael's senses sharpened. He saw the small cluster of thatched-roof huts, the villagers going about their daily lives, the fields of crops swaying gently in the breeze. He focused on the villagers, observing their interactions, listening to their conversations.

He learned that Oakhaven was a peaceful village, its inhabitants simple folk who rarely encountered adventurers. They were superstitious, believing in local legends about haunted forests and hidden treasures. They spoke of a nearby cluster of hills, known as the "Whispering Rocks," where strange lights had been seen and eerie sounds had been heard. Azrael smiled. The perfect cover.

He withdrew the Dungeon Eye, the link between them dissolving. He had his information. He had his camouflage. He had his plan. He would present his dungeon as one of the "Whispering Rocks," a place of mystery and rumored danger. Adventurers would be drawn to it, hoping to find treasure or test their skills. And when they came, they would unknowingly play into his hands, strengthening his dungeon with every failed attempt to breach its defenses. It was a risky strategy, but Azrael was confident. His Talent, Retaliation, would ensure his survival and his growth. The game was afoot.

Chapter 4: The Silent Watcher

The information gleaned from the Dungeon Eye painted a clear picture of Azrael's surroundings and the potential for his deceptive strategy. He now knew the location of Oakhaven, its inhabitants' general demeanor, and the local legends surrounding the "Whispering Rocks." He had a foundation upon which to build his illusion, a canvas upon which to paint his deception.

He checked his status screen.

Status: Azrael, Demon Lord of the Crimson Core

* Level: 1

* Dungeon Core: Level 1 (Capacity: 100 Mana)

* Mana: 85/100

* Territory: 20 meters radius

* Creatures: None

* Traps: None

* Talent: Retaliation (Passive) - For every instance where the Dungeon Core is defended against invasion or destruction, the rewards gained and losses prevented are multiplied by 100.

His mana reserves had replenished somewhat since his last expansion. He had enough energy to maintain his current dungeon size and basic functions for at least a month, perhaps longer if he was careful. This gave him a comfortable buffer, time to strategize and prepare without the immediate pressure of resource scarcity.

During his reconnaissance with the Dungeon Eye, he had also noted a small vein of iron ore located relatively close to his dungeon entrance. It was a tempting prospect. Iron was essential for crafting traps and basic defenses, and having a readily available source would significantly accelerate his development.

However, Azrael decided against mining it, at least for now. His reasoning was twofold. Firstly, he didn't want to draw attention to his dungeon. Mining activity, even on a small scale, could leave traces, attract unwanted attention. Secondly, and more importantly, he remembered reading in the Core's knowledge database that many unclaimed dungeons often had readily visible resource veins nearby. This was a common characteristic, a subtle clue that adventurers often used to identify such sites. By leaving the iron vein untouched, he was further reinforcing the illusion of an abandoned, unclaimed dungeon. It was a calculated risk, a trade-off between immediate gains and long-term strategic advantage.

He spent the next week immersed in the Core's information, thoroughly studying the characteristics of unclaimed dungeons and the psychology of adventurers. He learned about the subtle signs that distinguished a dormant dungeon from an active one, the common traps and defenses found in abandoned sites, and the typical behavior patterns of those who sought to plunder them.

He discovered that unclaimed dungeons often exhibited a certain level of disrepair. Traps were often rusted or broken, corridors were partially collapsed, and the overall atmosphere was one of neglect. This was a crucial detail. His dungeon, while still basic, was too… pristine. He needed to create the impression of age and abandonment.

He also learned that adventurers, while often greedy and reckless, were not entirely foolish. They were wary of traps, especially those that seemed too obvious or poorly maintained. They also tended to be suspicious of dungeons that were too easy to infiltrate. A certain level of challenge was expected, even in unclaimed sites.

Azrael began to formulate a plan. He would deliberately introduce elements of disrepair into his dungeon, creating the illusion of age and neglect. He would strategically place a few simple, easily bypassed traps near the entrance, giving the impression of a weak defense. But deeper within, he would prepare a series of hidden, more dangerous traps, ready to punish those who dared to venture further.

He also decided to focus on creating a narrative, a story that would draw adventurers in and lull them into a false sense of security. He would use the environment to his advantage, incorporating elements of the local legends surrounding the "Whispering Rocks" into his dungeon's design. He would create an atmosphere of mystery and danger, hinting at hidden treasures and ancient secrets.

He spent several days meticulously planning the layout of his dungeon, sketching out designs on the stone floor with his clawed fingers. He envisioned a labyrinthine network of tunnels, filled with misleading passages, hidden chambers, and cleverly disguised traps. He would use the natural contours of the earth to his advantage, creating a maze-like structure that would disorient and confuse intruders.

He also studied the culture and beliefs of the Oakhaven villagers. He learned about their superstitions, their fears, and their hopes. He realized that understanding their mindset was crucial to maintaining his deception. If he could tap into their existing beliefs and weave them into his dungeon's narrative, he could create a truly convincing illusion.

As the week drew to a close, Azrael felt a growing sense of anticipation. He had a plan, a strategy, and a deep understanding of his target audience. He was ready to put his deception into action. He was ready to become the Silent Watcher, the hidden master of the "Whispering Rocks," waiting patiently for his prey to wander into his web. The game was about to begin.